Goblin Bombardment


Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Tempest Remastered (TPR) Uncommon
Duel Decks: Speed vs Cunning (DDN) Uncommon
Commander 2013 (C13) Uncommon
Tempest (TMP) Uncommon
Promo Set (000) Rare

Combos Browse all

Goblin Bombardment


Sacrifice a creature: Goblin Bombardment deals 1 damage to target creature or player.

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Goblin Bombardment Discussion

TheRedGoat on NO! Only I can have the things!

1 day ago

So if overall you're leaning more towards Slave of Bolas effects over permanently stealing cards, why not run Marchesa, the Black Rose as the commander? Or are you specifically not wanting to build your deck around her? If you don't know why I'm offering her as a suggestion, then imagine using Mark of Mutiny on on someone's beater while you have that Goblin Bombardment and Marchesa out.

If you're not caring about explicitly stealing, I would say check out some of what EDHrec has on the cards you're already using in your build and see if you want to try some of them out. You seem pretty balanced between creatures and spells for your reanimation, but are you only wanting to reanimate creatures? What about stealing spells with Aethersnatch or Spelltwine?

Let me know if if you're wanting to focus on a particular route or are very "middle of the road" for now.

FrigidOfficial on Inalla's Tap Studio (EDH Adaptive Combo)

1 day ago
  • Arcane Denial is fine to replace, I just like it for the draw to be honest. Remand is a nice replacement.

  • Azami, Lady of Scrolls has always been really valuable imo. I've never been upset to draw her and I think she is one of the better draw outlets in the deck.

  • Swapping Goblin Bombardment with Impact Tremors is a good idea. I may do that as well.

  • Scepter is fine to imprint pretty much anything on. A counterspell presents a huge deterrent for our opponents, cantrips are always nice, etc. I might put Final Fortune in the deck for a really easy infinite turn combo.

Xmasspecial on Inalla's Tap Studio (EDH Adaptive Combo)

4 days ago

I was thinking of remand replacing arcane denial is there a reason you might prefer denial?I was also wondering if you had any thoughts on the value of Azami, Lady of Scrolls outside of the combo you described, she seems kind of expensive for late game card draw.I also replaced Goblin Bombardment with Impact Tremors since you can get 2x more ping value or 4x from panharmonicon and save sac for other outlets. What instant do you like to run on scepter?

HalasterBC on Alesha, Who Smiles At Death and Taxes [Primer]

5 days ago

Understandable. I wish you best of luck for that. =) Some cards can just be a pain in the ass to get a hold of. Things I fiddle around with in my own Alesha are Necromancy (I use that over Animate Dead since I can pull off some interesting shenenigans with the flash mechanic), Soltari Visionary (that may be meta-dependant for me since my playgroup loves their enchantments and I always like to pack some more hate just in case), Hide/Seek (the tuck gets rid of Purphoros and his merry buddies. Not as permanent as an Exile effect of course, but it gets the job done most of the time. The library extraction mode can grab a combo piece or generally unpleasant card, net you some life and lets you watch the offending deck in question too, last point not too relevant but especially if players or decks rotate more frequently a nice added bonus), Master Warcraft (I admit I like some instant combat fun from time to time), Tortured Existence, Goblin Bombardment and Fallen Ideal.

Gypsyhatten on alesha testtest

5 days ago

Switching to English, thanks Tappedout.

None of the following recommendations/cuts are as important as they were with Karametra, since this deck is built on a solid ground and only needs a better defined game plan.

You have three archetypes to choose from, and you should focus on one or two of them. Trying to build all three will be too inconsistent.

  • Aggro - win by dealing 40 damage to everyone through combat damage and Purphoros/Blood Artist effects. Alesha is used to punch things and reanimate token producers/anthems/beaters.

  • Control - win by taking care of threats and staying relevant until late game where you outvalue whoever's left. Alesha is used less for combat damage and more for reanimating value/removal.

  • Combo - win by assembling an infinite combo. Alesha is mostly just there as a backup plan in case a combo piece is stuck in the graveyard.

I would recommend going for either aggro-control or combo-control.

Utter End - being able to target anything is very strong

Duplicant - one of the best creature-based removal cards

Wear / Tear - similar to Duergar Hedge-Mage but casts for 1/2 when you really need it, or a two-for-one for 3 mana at instant speed

Rakdos Charm - instant speed graveyard hate, or cheap removal, or a way to kill someone who's going wide and is about to win

Painful Truths - very good card draw in 3 colors

Toxic Deluge - the best creature board wipe in the game

Merciless Eviction - amazing against artifact decks, amazing against enchantment decks, amazing against reanimation decks, amazing against indestructible and very good against everything else

Chromatic Lantern, Commander's Sphere, Coalition Relic and Darksteel Ingot - good mana rocks for 3, prioritize from left to right

Fellwar Stone and Talisman of Indulgence - good mana rocks for 2

Animate Dead - reanimation for 2 mana is just too good to pass up on, fun with Sun Titan

Path of Ancestry - it's a strictly better Nomad Outpost

Ash Barrens - 1 mana for colorfix can help many bad hands, and lategame it's an untapped land

Mana Confluence and City of Brass - worth it when you're 3 colors, the lifeloss rarely matters but being able to play out your hand does matter

Clifftop Retreat - only checkland you're missing

Hanweir Battlements - colorless land is not great when you're 3 colors, but haste on Alesha is strong

Fervor - good source of haste, not as easy to remove as Lightning Greaves

Key to the City, Reconnaissance, Maze of Ith and Iroas, God of Victory - good way to keep attacking with stuff

Siege-Gang Commander and Ponyback Brigade - many tokens for just one ETB, deals 8 damage with Purphoros, God of the Forge for each cast/reanimation

Beetleback Chief and Pia and Kiran Nalaar - less tokens but still playable

Ankle Shanker - good for getting damage past blockers

Zulaport Cutthroat and Blood Artist - useful when going wide and repeatedly reanimating stuff, makes board wipes hurt

Harsh Mentor - very strong hatebear, can stop some game plans entirely

Mirror Entity - strong anthem when most of your deck is power 2 or less

Mother of Runes - protection can either make one of your creatures unblockable or protect one of your creatures from spot removal

Drana, Liberator of Malakir - decent anthem for cheap

Purphoros, God of the Forge and Impact Tremors - useful when going wide and repeatedly reanimating stuff

Noosegraf Mob - up to 5 2/2s per turn and can be reanimated with Alesha

Enlightened Tutor - good for getting Skullclamp when you need card draw or Purphoros, God of the Forge when you need damage

Swiftfoot Boots - an extra pair of Lightning Greaves

Cathars' Crusade - very strong anthem when going wide

Behind the Scenes - good way to get past blockers, pump is expensive but can be done after assigning blockers which is neat for getting damage through

Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state

Fiend Hunter - can perma-exile stuff repeatedly with sacrifice or protect one of your own creatures from a board wipe while getting an extra ETB

Key to the City, Reconnaissance, Maze of Ith, Iroas, God of Victory and Whispersilk Cloak - good way to safely get Alesha triggers and get cards in the graveyard without losing card advantage

Ayli, Eternal Pilgrim - decent way to get stuff into the graveyard while still getting value out of them, also good chump blocker

Liliana, Heretical Healer  Flip - a pretty good planeswalker that's a creature in the graveyard and can be reanimated

Hope of Ghirapur - can repeatedly stop or at least slow down a lot of decks

Sin Collector - one of few ways non-blue decks can deal with board wipes and huge swingy instants/sorceries

Feldon of the Third Path - slow without haste but a very strong effect once online

Leonin Relic-Warder - not as strong as Fiend Hunter but still useful in the same ways

Sunforger - lets you tutor up the most relevant removal and protection spells at instant speed, also get Mistveil Plains if you add this to get stuff back into your library

Strionic Resonator - works for double attack triggers with Alesha or double ETBs with anything else

Vampiric Rites - one of few sac outlets that provide solid value from its own effect

Flameshadow Conjuring - lots of extra value for only one mana per creature

Panharmonicon - doesn't work with some of your creatures, but solid value when it does

Assemble the Legion - decent wincon when your opponents are running out of gas

Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state

Wayfarer's Bauble - not as fast as mana rocks but not as vulnerable against board wipes, good when aiming for slower wins

Fiend Hunter - combo with sac outlet + Karmic Guide or Sun Titan

Anafenza, Kin-Tree Spirit, Cathars' Crusade and Solemnity - combo with sac outlet + Murderous Redcap

Murderous Redcap - combo with sac outlet + Anafenza, Kin-Tree Spirit, Solemnity or Cathars' Crusade

Geralf's Messenger - combo with sac outlet + Solemnity

Viscera Seer, Carrion Feeder, Altar of Dementia and Goblin Bombardment - free sac outlets, the latter two can also weaponize most infinites

Zulaport Cutthroat and Blood Artist - weaponizes any sac-based infinite

Purphoros, God of the Forge and Impact Tremors - weaponizes all your infinites, lets you win with Kiki-Jiki, Mirror Breaker combos without having to go into combat

Mother of Runes - for protecting your combo pieces or sometimes making Alesha unblockable

Living Death - when you have enough combo pieces in the graveyard, resolving this usually lets you win on the spot regardless of which creatures your opponents get to return

Enlightened Tutor - another tutor for finding wincons

Village Bell-Ringer - combo with Kiki-Jiki, if you don't care about creatures being power 2 or less there's also Combat Celebrant, Zealous Conscripts, Restoration Angel and more

Reanimate - cheap reanimation in any archetype

Sword of Feast and Famine - ramp that lets you dump your hand as aggro

Vampiric Tutor and Demonic Tutor - tutors for combo

Sacred Foundry, Godless Shrine, Blood Crypt, Bloodstained Mire, Marsh Flats, Arid Mesa - standard manabase upgrades

Archetype of Finality - way too expensive

Palisade Giant - generally worse than a creature with "When ~ enters the battlefield, you gain 7 life", which you wouldn't want to run in the first place

War Priest of Thune - can't hit artifacts, would never want to reanimate it over other targets

Mortify and Return to Dust - good removal cards but you have better options in your colors

Diabolic Tutor and Gamble - 4 mana is a bit much for a tutor and the card disadvantage on Gamble combined with the fact that you might discard non-creature combo pieces makes it questionable

Meekstone - pretty stupid to disable your own commander, not really beneficial to your game plan since it lets slower decks build up board state while no one can/wants to attack

Felidar Guardian - doesn't do nearly enough outside of Kiki-Jiki, Mirror Breaker combos

Karmic Guide - you don't want to pay echo cost so it will rarely get to attack

Damnation, Day of Judgment and Wrath of God - you don't need that many board wipes in aggro

Felidar Guardian - doesn't do nearly enough outside of Kiki-Jiki, Mirror Breaker combos

Priest of the Blood Rite and Ravos, Soultender - doesn't do much for advancing combo wincons

Reconnaissance - your commander surviving is generally less relevant and your wincons don't care about combat tricks

Angel of Invention - anthems don't really do much outside of aggro

Big Game Hunter - you don't need that much spot removal

Dusk / Dawn - your creatures surviving doesn't really matter, you just want to wipe the board until you have a combo in place

Grenzo, Dungeon Warden - his ability is way too random, but it's fun and a decent manadump

Also, come up with a better title and description and try to keep your online list up to date with your deck IRL.

MiLoTCG on Alesha - Josh Kim | Game Knights #3

1 week ago

The most common win-con is to go infinite with Karmic Guide and Reveillark. The idea is to get Reveillark and/or both in the graveyard, swing with Alesha, Who Smiles at Death, pay for her trigger and bring back Karmic Guide, which brings back Reveillark. You then want to sacrifice Reveillark with some type of outlet, like Goblin Bombardment, Ashnod's Altar or as seen in the video, Viscera Seer and when it dies, you bring back one other creature and Karmic Guide, which brings back the Reveillark again. Repeat the loop over and over until you win. With Goblin Bombardment, you can do infinite damage. With Ashnod's Altar, you can make infinite colorless mana. If you have one red open as well, you could play something like Fireball and kill everyone in one shot. Another way is to have that one other creature you bring back with Reveillark be Murderous Redcap, which again creates infinite damage or Solemn Simulacrum, which can draw cards until you find what you need. There's plenty of ways to go infinite with Alesha but the ones I listed first are probably the most common and easiest. Hope this helped.

chadsansing on Revenge of the Nibblers

1 week ago

cannonammo927, for sure. Thanks for the feedback!

I like to keep it in-hand and play it as a finisher with those cards or an Altar of the Brood or Laboratory Maniac on the field. I also like to respond to the last trigger and endlessly recur Blue Sun's Zenith with Ashnod's Altar + Gemstone Array (maybeboard) mana to mill folks out. I can also trigger it mid-combat against an opponent with something like Temple Bell, hit my next-to-last draw trigger, and then Dogpile an opponent out of the game before going down the Blue Sun's Zenith road. Goblin Bombardment is okay with it, too, when it's in the deck.

I think it's a great card - a kind of Trade Secrets - that sneaks win cons into the game for you when you're ready to go off; the card would be bad if anyone played it without an end-game strategy in mind or in-hand, but otherwise it's a lot of fun.

chadsansing on Locust God is bigger than a 4/4 or izzet just me?

1 week ago

Clout of the Dominus, High Market, and Mindwrack Liege are super spicy. I'm working on the more infinite shenanigans version of the lost over at Revenge of the Nibblers. I'd love your feedback; what you say about Goblin Bombardment has pushed me over the edge on my decision to replace it (probably with Clout).

Would your playgroup accept something like Fevered Visions? Would it work to test something Distant Melody into Roar of the Crowd if you couldn't go infinite?

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